Reaper
Reaper
Medium outsider, neutral Armor Class: 17 Hit Points 26 (4d8+4) Speed: fly 50 ft.. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 15 (+2) 15 (+2) 6 (-2)
Skills: Insight +5, Perception +5, Survival +5, Stealth +10 Senses: darkvision 120 ft., passive Perception 15 Damage Vulnerability: radiant Damage Resistances: bludgeoning, slashing, piercing from nonmagical weapons Damage Immunities: necrotic, poison Condition Immunities: poisoned, restrained, paralyzed, petrified Languages: All Challenge: 5 (1,800 XP)
Special Traits Shroud of Death (aura): As long as the reaper is not incapacitated, hostile creatures within 15 feet of it gain vulnerability to nonmagical bludgeoning, slashing, or piercing damage unless they have resistance or immunity to such damage. In addition, any creature the reaper strikes with advantage, must succeed at a Constitution saving throw (DC 13) or suffer double damage from the attack. Cause Fear: Reapers have the ability to cause fear in mortals. Beings affected by the reaper must flee as far from the reaper as possible at full speed for 3d4 rounds, and are thereafter frightened until the reaper leaves or is defeated. Beings that succeed in a Charisma saving throw (DC 15) are not afraid and may not be affected by that particular reaper again. Ethereal Sight: The reaper can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement: The reaper can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Invisibility (Recharge 6): As a bonus action, the reaper can become invisible. This ability lasts until it does something to reveal itself (such as attacking another creature). Paralysis: Beings struck with the reaper’s scythe must make a Wisdom save (DC 15) or become paralyzed for 1d4+4 rounds. Plane Shift: The reaper may transport between the mortal planes of existence and the Ethereal plane (or any demiplane therein) at will as a standard action. They do not have the power to bring the living with them to the land of the dead. While in the Ethereal plane it can neither affect nor be affected by creatures on the Prime Material. Soul Collection: A reaper who kills a foe or is in the presence of a newly deceased body whose soul is unclaimed by any other deity or fiendish lord may trap the lost soul and claim it for their own master. Souls claimed by a reaper may not be raised by means of a raise dead or reincarnate spell. A resurrection spell cast on a body claimed by a reaper has an 80% chance of failure. Only a wish, or undertaking of a great quest into the land of the dead may bring the spirit and body of one thus claimed by a reaper to life again. Innate Spellcasting: The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: 1/day each: charm person, disguise self, sanctuary 3/day each: charm person, disguise self, sanctuary At Will: charm person, disguise self, sanctuary
Actions Ethereal Scythe (Life Drain): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Shroud Self: The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell. This is a bonus action. About These tall dark figures appear as an insubstantial skeletal humanoid, swathed in dusty robes of black velvet bearing a wicked silver bladed scythe whose handle is of polished ebon wood. Referred to by mortals as the Grim Reaper, these beings are the extra planar servants of the various Gods of Death who are sent to cull the souls of faithless mortals who have gone unclaimed by other gods. They appear at the moment of a being’s demise, where they wait invisibly to claim the soul of their newly deceased for their benighted masters. Reapers are seldom seen by mortals, save for times when death itself is near, or by those beings under the effect of true seeing, or see invisible spells, though their presence is considered a bad omen, and disconcerting to those who observe their dark work.
From: https://www.5esrd.com/database/creature/reaper/ Reaper Medium outsider, neutral Armor Class: 20 Hit Points 26 (4d8+8) Speed: fly 50 ft.. STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 15 (+2) 13 (+1) 15 (+2) 13 (+1)
Skills: Insight +5, Perception +5, Survival +5, Stealth +10 Senses: darkvision 120 ft., passive Perception 15 Damage Vulnerability: radiant Damage Resistances: bludgeoning, slashing, piercing from nonmagical weapons Damage Immunities: necrotic, poison Condition Immunities: poisoned, restrained, paralyzed, petrified, charmed, frightened, poisoned Languages: All* (Psionic, Reapers cannot speak aloud.) Challenge: 5 (1,800 XP)
Special Traits Assassination: Any creature the reaper strikes with advantage, must succeed at a Constitution saving throw (DC 15) or suffer double damage from the attack. Cause Fear: Reapers have the ability to cause fear in mortals. Beings affected by the reaper must flee as far from the reaper as possible at full speed for 2d6 rounds, and are thereafter frightened until the reaper leaves or is defeated. Beings that succeed in a Charisma saving throw (DC 15) are not afraid and may not be affected by that particular reaper again. Ethereal Sight: The reaper can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement: The reaper can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Invisibility (Recharge 6): As a bonus action, the reaper can become invisible. This ability lasts until it does something to reveal itself (such as attacking another creature). Paralysis: Beings struck with the reaper’s scythe must make a Wisdom save (DC 15) or become paralyzed for 1d4+4 rounds. Plane Shift: The reaper may transport between the mortal planes of existence and the Ethereal plane (or any demiplane therein) at will as a standard action. They do not have the power to bring the living with them to the land of the dead. While in the Ethereal plane it can neither affect nor be affected by creatures on the Prime Material. Soul Collection: A reaper who kills a foe or is in the presence of a newly deceased body whose soul is unclaimed by any other deity or fiendish lord may trap the lost soul and claim it for their own master. Souls claimed by a reaper may not be raised by means of a raise dead or reincarnate spell. A resurrection spell cast on a body claimed by a reaper has an 80% chance of failure. Only a wish, or undertaking of a great quest into the land of the dead may bring the spirit and body of one thus claimed by a reaper to life again. Actions Soulsteel Scythe (Life Drain): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A target who dies from this effect has their soul claimed by the reaper via their Soul Collection ability. About These tall dark figures appear as an insubstantial skeletal humanoid, swathed in dusty robes of black velvet bearing a wicked silver bladed scythe whose handle is of polished ebon wood. Referred to by mortals as the Grim Reaper, these beings are the extra planar servants of the various Gods of Death who are sent to cull the souls of faithless mortals who have gone unclaimed by other gods. They appear at the moment of a being’s demise, where they wait invisibly to claim the soul of their newly deceased for their benighted masters. Reapers are seldom seen by mortals, save for times when death itself is near, or by those beings under the effect of true seeing, or see invisible spells, though their presence is considered a bad omen, and disconcerting to those who observe their dark work. Section 15: Copyright Notice Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.
Or from: https://dmdave.com/grim-reaper/ What is the grim reaper? The grim reaper (or death spirit) is a creature from the negative material plane that appears only in Ravenloft. It is drawn to the ebbing life energies of a creature on the verge of death (i.e., at or below 0 hit points) and seems, in some way, to feed upon those essences. Despite its apparent nature, the death spirit is not undead. A grim reaper has the appearance of a bleached skeleton shrouded in a dark robe. It is always carrying a scythe in its boney hands and stands well over six feet in height. No death spirit has ever been known to speak to the living on their own terms, but rumors persist that such a creature can be contacted by the use of a speak to dead spell. In such cases, language does not seem to be a factor. There are those who say that death spirits are agents of the Dark Powers of Ravenloft and that thwarting them earns the wrath of these mighty forces. No evidence exists to support that claim, but some connection between the two seems almost a certainty. The chance that any mortally wounded individual (one reduced to 0 or fewer hit points) will attract the attention of a death spirit is equal to 5% per character experience level. Thus, a 15th level character on his deathbed has a 75% chance of being visited by a grim reaper. Being creatures of the negative material plane, these nightmares seem to have no place in the physical world. There are those who contend, however, that they play a vital link in the balance between life and death that is central to all neutral-aligned philosophies. Grim Reaper Medium fiend, neutral
Armor Class 19 (natural armor) Hit Points 102 (12d8 + 48) Speed 0 ft., fly 60 ft. (hover)
Abilities Str 21 (+5), Dex 20 (+5), Con 18 (+4), Int 14 (+2), Wis 15 (+2), Cha 18 (+4)
Saving Throws Int +6, Wis +6, Cha +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, lightning, poison Condition Immunities charmed, frightened, poisoned Senses truesight 120 ft., passive Perception 12 Languages all Challenge 10 (5,900 XP)
Innate Spellcasting. The grim reaper’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components. At will: charm, inflict wounds, sleep, suggestion 1/day: greater invisibility, finger of death Magic Resistance. The grim reaper has advantage on saving throws against spells and other magical effects. Rejuvenation. If the grim reaper is destroyed anywhere other than the negative energy plane, it reforms on the negative energy plane in 1 hour and regains all its points.
Actions Death Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage. If the target is a creature, it must make a DC 16 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, the creature takes 10 (3d6) psychic damage. Horrifying Visage. Each non-undead creature within 60 feet of the grim reaper that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the grim reaper is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the grim reaper’s Horrifying Visage for the next 24 hours. Life Reap. The grim reaper targets a creature with 0 hit points within 5 feet of it. The target must succeed on a DC 16 Charisma saving throw or the creature’s life essence is drained away. After the creature’s life essence is drained away, it cannot be returned to life with a resurrection, raise dead spell or similar magic. Only a wish spell can bring the creature back to life.
Medium outsider, neutral Armor Class: 17 Hit Points 26 (4d8+4) Speed: fly 50 ft.. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 15 (+2) 15 (+2) 6 (-2)
Skills: Insight +5, Perception +5, Survival +5, Stealth +10 Senses: darkvision 120 ft., passive Perception 15 Damage Vulnerability: radiant Damage Resistances: bludgeoning, slashing, piercing from nonmagical weapons Damage Immunities: necrotic, poison Condition Immunities: poisoned, restrained, paralyzed, petrified Languages: All Challenge: 5 (1,800 XP)
Special Traits Shroud of Death (aura): As long as the reaper is not incapacitated, hostile creatures within 15 feet of it gain vulnerability to nonmagical bludgeoning, slashing, or piercing damage unless they have resistance or immunity to such damage. In addition, any creature the reaper strikes with advantage, must succeed at a Constitution saving throw (DC 13) or suffer double damage from the attack. Cause Fear: Reapers have the ability to cause fear in mortals. Beings affected by the reaper must flee as far from the reaper as possible at full speed for 3d4 rounds, and are thereafter frightened until the reaper leaves or is defeated. Beings that succeed in a Charisma saving throw (DC 15) are not afraid and may not be affected by that particular reaper again. Ethereal Sight: The reaper can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement: The reaper can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Invisibility (Recharge 6): As a bonus action, the reaper can become invisible. This ability lasts until it does something to reveal itself (such as attacking another creature). Paralysis: Beings struck with the reaper’s scythe must make a Wisdom save (DC 15) or become paralyzed for 1d4+4 rounds. Plane Shift: The reaper may transport between the mortal planes of existence and the Ethereal plane (or any demiplane therein) at will as a standard action. They do not have the power to bring the living with them to the land of the dead. While in the Ethereal plane it can neither affect nor be affected by creatures on the Prime Material. Soul Collection: A reaper who kills a foe or is in the presence of a newly deceased body whose soul is unclaimed by any other deity or fiendish lord may trap the lost soul and claim it for their own master. Souls claimed by a reaper may not be raised by means of a raise dead or reincarnate spell. A resurrection spell cast on a body claimed by a reaper has an 80% chance of failure. Only a wish, or undertaking of a great quest into the land of the dead may bring the spirit and body of one thus claimed by a reaper to life again. Innate Spellcasting: The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: 1/day each: charm person, disguise self, sanctuary 3/day each: charm person, disguise self, sanctuary At Will: charm person, disguise self, sanctuary
Actions Ethereal Scythe (Life Drain): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Shroud Self: The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell. This is a bonus action. About These tall dark figures appear as an insubstantial skeletal humanoid, swathed in dusty robes of black velvet bearing a wicked silver bladed scythe whose handle is of polished ebon wood. Referred to by mortals as the Grim Reaper, these beings are the extra planar servants of the various Gods of Death who are sent to cull the souls of faithless mortals who have gone unclaimed by other gods. They appear at the moment of a being’s demise, where they wait invisibly to claim the soul of their newly deceased for their benighted masters. Reapers are seldom seen by mortals, save for times when death itself is near, or by those beings under the effect of true seeing, or see invisible spells, though their presence is considered a bad omen, and disconcerting to those who observe their dark work.
From: https://www.5esrd.com/database/creature/reaper/ Reaper Medium outsider, neutral Armor Class: 20 Hit Points 26 (4d8+8) Speed: fly 50 ft.. STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 15 (+2) 13 (+1) 15 (+2) 13 (+1)
Skills: Insight +5, Perception +5, Survival +5, Stealth +10 Senses: darkvision 120 ft., passive Perception 15 Damage Vulnerability: radiant Damage Resistances: bludgeoning, slashing, piercing from nonmagical weapons Damage Immunities: necrotic, poison Condition Immunities: poisoned, restrained, paralyzed, petrified, charmed, frightened, poisoned Languages: All* (Psionic, Reapers cannot speak aloud.) Challenge: 5 (1,800 XP)
Special Traits Assassination: Any creature the reaper strikes with advantage, must succeed at a Constitution saving throw (DC 15) or suffer double damage from the attack. Cause Fear: Reapers have the ability to cause fear in mortals. Beings affected by the reaper must flee as far from the reaper as possible at full speed for 2d6 rounds, and are thereafter frightened until the reaper leaves or is defeated. Beings that succeed in a Charisma saving throw (DC 15) are not afraid and may not be affected by that particular reaper again. Ethereal Sight: The reaper can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement: The reaper can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Invisibility (Recharge 6): As a bonus action, the reaper can become invisible. This ability lasts until it does something to reveal itself (such as attacking another creature). Paralysis: Beings struck with the reaper’s scythe must make a Wisdom save (DC 15) or become paralyzed for 1d4+4 rounds. Plane Shift: The reaper may transport between the mortal planes of existence and the Ethereal plane (or any demiplane therein) at will as a standard action. They do not have the power to bring the living with them to the land of the dead. While in the Ethereal plane it can neither affect nor be affected by creatures on the Prime Material. Soul Collection: A reaper who kills a foe or is in the presence of a newly deceased body whose soul is unclaimed by any other deity or fiendish lord may trap the lost soul and claim it for their own master. Souls claimed by a reaper may not be raised by means of a raise dead or reincarnate spell. A resurrection spell cast on a body claimed by a reaper has an 80% chance of failure. Only a wish, or undertaking of a great quest into the land of the dead may bring the spirit and body of one thus claimed by a reaper to life again. Actions Soulsteel Scythe (Life Drain): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A target who dies from this effect has their soul claimed by the reaper via their Soul Collection ability. About These tall dark figures appear as an insubstantial skeletal humanoid, swathed in dusty robes of black velvet bearing a wicked silver bladed scythe whose handle is of polished ebon wood. Referred to by mortals as the Grim Reaper, these beings are the extra planar servants of the various Gods of Death who are sent to cull the souls of faithless mortals who have gone unclaimed by other gods. They appear at the moment of a being’s demise, where they wait invisibly to claim the soul of their newly deceased for their benighted masters. Reapers are seldom seen by mortals, save for times when death itself is near, or by those beings under the effect of true seeing, or see invisible spells, though their presence is considered a bad omen, and disconcerting to those who observe their dark work. Section 15: Copyright Notice Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.
Or from: https://dmdave.com/grim-reaper/ What is the grim reaper? The grim reaper (or death spirit) is a creature from the negative material plane that appears only in Ravenloft. It is drawn to the ebbing life energies of a creature on the verge of death (i.e., at or below 0 hit points) and seems, in some way, to feed upon those essences. Despite its apparent nature, the death spirit is not undead. A grim reaper has the appearance of a bleached skeleton shrouded in a dark robe. It is always carrying a scythe in its boney hands and stands well over six feet in height. No death spirit has ever been known to speak to the living on their own terms, but rumors persist that such a creature can be contacted by the use of a speak to dead spell. In such cases, language does not seem to be a factor. There are those who say that death spirits are agents of the Dark Powers of Ravenloft and that thwarting them earns the wrath of these mighty forces. No evidence exists to support that claim, but some connection between the two seems almost a certainty. The chance that any mortally wounded individual (one reduced to 0 or fewer hit points) will attract the attention of a death spirit is equal to 5% per character experience level. Thus, a 15th level character on his deathbed has a 75% chance of being visited by a grim reaper. Being creatures of the negative material plane, these nightmares seem to have no place in the physical world. There are those who contend, however, that they play a vital link in the balance between life and death that is central to all neutral-aligned philosophies. Grim Reaper Medium fiend, neutral
Armor Class 19 (natural armor) Hit Points 102 (12d8 + 48) Speed 0 ft., fly 60 ft. (hover)
Abilities Str 21 (+5), Dex 20 (+5), Con 18 (+4), Int 14 (+2), Wis 15 (+2), Cha 18 (+4)
Saving Throws Int +6, Wis +6, Cha +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, lightning, poison Condition Immunities charmed, frightened, poisoned Senses truesight 120 ft., passive Perception 12 Languages all Challenge 10 (5,900 XP)
Innate Spellcasting. The grim reaper’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components. At will: charm, inflict wounds, sleep, suggestion 1/day: greater invisibility, finger of death Magic Resistance. The grim reaper has advantage on saving throws against spells and other magical effects. Rejuvenation. If the grim reaper is destroyed anywhere other than the negative energy plane, it reforms on the negative energy plane in 1 hour and regains all its points.
Actions Death Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage. If the target is a creature, it must make a DC 16 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, the creature takes 10 (3d6) psychic damage. Horrifying Visage. Each non-undead creature within 60 feet of the grim reaper that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the grim reaper is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the grim reaper’s Horrifying Visage for the next 24 hours. Life Reap. The grim reaper targets a creature with 0 hit points within 5 feet of it. The target must succeed on a DC 16 Charisma saving throw or the creature’s life essence is drained away. After the creature’s life essence is drained away, it cannot be returned to life with a resurrection, raise dead spell or similar magic. Only a wish spell can bring the creature back to life.
Comments